Warhammer 40,000: Sanctus Reach is a 3D turn-based strategy game like you’ve never seen before: fast, immediate, deep, impressive to look at and incredibly fun! Fight through a dark era of carnage and endless war and lead the Space Wolves in a struggle to defend the last bastion of mankind.
All Reviews:
Very Positive (377) - 85% of the 377 user reviews for this game are positive.
Release Date:
Jan 19, 2017
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September 13

Sanctus Reach - Interview & sneak peek on what's next!

The guys from http://wargamer.com/ interviewed Straylight Entertainment, the studio which brought Warhammer 40,000: Sanctus Reach to life! The interview is quite long and contains lots of interesting tidbits on what went on behind the scenes during development.

But that’s not all… We have something to show you, something coming from the next expansion. I bet you’re all eager to see what it is - read the interview, you’ll find it at the bottom of this article!



Q: Your game reminds me, in terms of look and feel, of the DOS games I played in the 1990s that got me into Warhammer 40K as a teenager: Epic 40,000: Final Liberation and Warhammer 40,000: Chaos Gate. What, if any, inspiration did you take from these games in making Sanctus Reach?

A: Both Final liberation and Chaos Gate were influences for us growing up. It's been a long time since we played them so their influence was more of a distant memory of the feelings we got while playing them rather than anything very specific.

Q: Have members of your team spent time with the tabletop Warhammer 40K game? If so, how has that influenced the way you designed Sanctus Reach? If not, what did you take as source material for your game – how did you make a game that felt like the tabletop experience?

A: Yes we have all played tabletop 40k, many days spent with 2nd and 3rd editions. Growing up there was nothing else that captured our imaginations so completely and for such a length of time as the 40k setting. We don't play anymore but we are still invested through the fantastic books and social media fan sites.

From the start we were clear that there were aspects of the hobby that we could never recreate with a video game. The hours of preparation painting your army and building your lists were often more fun than the game and of course the social aspect is something that only really works for a tabletop game.

So we aimed for a streamlined experience which still retained the feel of the tabletop game.

One of the advantages of playing and knowing the rules was that we were able to create game systems that did not copy the tabletop rules but still felt right with sensible outcomes.

Its actually quite funny how we all have our different play styles in the office. Alex is very aggressive and pushes his units out quickly. Kim is more defensive and likes taking her time. Mark's favourite unit is the flashgitz for the pure dakka they pump out, Alex likes levelled up Blood Claws whilst Kim's favourite unit is actually Rustgob with his ability to spam gretchen for free and stun powerful units with his melee. Gordon's favourite is the new rune priest Njal Stormcaller with his AOE anti tank ability


Q: I love the art style in Sanctus Reach – it looks more like an intense tabletop experience and less like you’re trying to make a movie out of what is admittedly daft source material. Tell me about how you designed the look of the game, and why you decided to do it that way.

A: At the start we spent a lot of time watching Duncan Rhode's painting videos on Warhammer tv, we really wanted our texturing workflow to resemble how miniatures are painted and that developed into a process that is fast but still follows many of the same rules as painting.

As a small team we are always looking for new ways to speed up game art production and as is the case with many games it is the limitations you face that have the biggest influence on the art style.

So keeping in mind the limitations of time, the engine, game type and our capacity we set out to do something achievable but with a determination to produce it at the highest possible quality.


Q: Strategy wise, what appealed to you about the Warhammer 40,000 universe?

A: There is a great variety of unit roles in 40k which opens up the strategic options, there are not many settings where hand to hand combat is viable along side heavy weapons. The units and weapons have a lot of personality to them which is great to work with.

We've recently added the Armoured Sentinel, a fast attack anti-armour sniper for the Astra Militarum, which is a completely new role in the game and should be a lot of fun to play with!



Q: What were the hardest design decisions you had to make while creating the game?

A: The hardest decisions are always when you have to cut something or when we cant give the players a feature they really want due to time or technical constraints.

The early design decisions about the combat systems and rules were tricky as we had to look quite far forward to make sure all our future plans would fit into the base systems. For example we cut the Scouts and the Kommandos because although their role was important we felt that lots of other units could perform that function.



Q: How do you feel about the response to the game since its release? And about the release of the Weirdboy DLC?

A: We are really happy with the response to the game and first DLC. We have a smart player base who give great feedback and also make sure we know about it if we get something wrong.

The weirdboy DLC was a little tricky as we were also adding lots of new features and fixing bugs for the base game. Now we have addressed lots of the issues we feel we have a great platform to push ahead with new content.



Q: Do you have plans for the future, whether its new material for Sanctus Reach or another game set in this universe?

A: Our short term plans are to complete the Sanctus Reach story with Astra Militarum and other armies from that setting - and showcase them in appropriate campaigns from the story.

We can't say too much about our plans beyond that but we would love to continue expanding the base game into new campaign settings.

Thanks for the questions and interest in our game.

Cheers,

The Straylight team.

Gordon Harper
Kim Hughes
Mark Pilkington
Alex Harper



And now we’ll deliver what we promised! Are you ready? Can I have a drumroll please?





(Please note that these images are Work in progress and don't represent final models)

As you can imagine, the new expansion will focus on the Astra Militarum, also known as the Imperial Guard! These stalwart defenders of mankind will fight to the death and to the last soldier to defend the Imperium of Man.

The expansion is currently in development and we need some brave volunteers willing to serve the Emperor by helping us test it. Feedback from fans will be really useful so don’t hesitate and apply to the beta here. Initially we would really like your thoughts on Skirmish and PBEM using the Astra Militarum to help us balance the new campaign.

We’ll reveal more of the upcoming expansion in the coming weeks - stay tuned!
14 comments Read more

July 21

Skulls for the Skull Throne - Njal Stormcaller!

Warhammer 40,000: Sanctus Reach will be at 25% off for the duration of the Skulls for the Skull Throne promo!

For this special occasion we have decided to release a new hero for the Space Wolves faction: Njal Stormcaller, a powerful psyker, also known as Tempest that Walks.

He has proven to be of unparalleled ability both as an Astartes warrior and a formidable psyker without peer. The barbarian tribes of Fenris believe that the most powerful Sky Warriors can bend the savage elements themselves to their will. Njal Stormcaller is the living proof of that belief! The skies are his to command, and he takes fierce delight in summoning ice-toothed blizzards and howling gales with which to scatter and destroy those in his path.



Njal Stormcaller is now available for free as part of the latest update!

http://store.steampowered.com/sale/skulls/


Don't miss our special streams for this event! Live on https://www.twitch.tv/slitherinegroup

July 21st at 10 am EDT / 3 pm BST / 4 pm CEST - Armageddon
July 21st at 11 am EDT / 4 pm BST / 5 pm CEST - Armageddon - Da Orks
July 22nd at 11 am EDT / 4 pm BST / 5 pm CEST - Sanctus Reach
July 23rd at 11 am EDT / 4 pm BST / 5 pm CEST - Sanctus Reach - Legacy of the Weirdboy
3 comments Read more

Reviews

“The combat is at that sweet spot of squad-level maneuvering where you get a bit of that X-COM tactical feel, but on such a scale that every battle feels like an important struggle.”
A Wargamers Needful Things

“Speaking of the armies, this is by far the most diverse unit selection I've seen to date in a 40K game.”
Gameskinny

“What really makes Sanctus Reach’s bloody brawls satisfying, though, is the joy of watching Terminators standing up to a tank that dwarfs them, or rows of shouting Blood Claws charging at Orks, chainswords hungry, or the sheer pleasure of seeing Whirlwinds turning everything into a red mist with one volley.”
Rock, Paper, Shotgun

About This Game

Warhammer 40,000: Sanctus Reach brings you to a dark era of carnage and endless war. There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system. Worlds after worlds fall to billions of Orks, until only one last planet resists the green tide: the Knight World of Alaric Prime. This is where a brave company of Space Wolves makes its stand to defend the last bastion of mankind in the system…

Warhammer 40,000: Sanctus Reach
is a 3D turn-based strategy game like you’ve never seen before: fast, immediate, deep, impressive to look at and incredibly fun! Lead the Space Wolves in their struggle against the Orks through two uncompromising and long story-driven campaigns: Stormclaw and Hour of the Wolf. Command several dozen different authentically crafted units and heroes, with unique and extremely detailed 3D models that bring the universe of Warhammer 40,000 to life.

The gameplay is rich and varied: spend your points, make your list, choose your deployment, and fight! Units at your disposal have different abilities, strengths and weaknesses, can level up and are carried over between scenarios. Choose among many different types of weapons, watch your flanks and make a wise use of the terrain: any tactical choice will be vital.

With a campaign system, a skirmish mode, a map generator and multiplayer PBEM++ support the game offers endless replaybility.


Features:



• Lead either the Space Wolves Space Marines in the campaign or the green tide of the Orks in skirmish battles!
• Two campaigns: Stormclaw (over 20 missions and skirmishes!) and Hour of the Wolf (over 25 missions and skirmishes!)
• Play as the mighty Space Wolf heroes Krom Dragongaze, Ragnar Blackmane and their Jarl, the High King of Fenris, Logan Grimnar as well as the Ork Warbosses Grukk FaceRippa and Mogrok da Mangla
• 30 Space Wolf units from packs of Blood Claws to the fearsome Predator – And lead the legendary Imperial Knight Gerantius!
• 30 Ork Goff units including the formidable Gorkonaut!
• Unit experience level progression though campaigns which unlock new abilities and tactical options
• Generated skirmish maps on many different types of terrain and environment
• Addictive multiplayer modes using Slitherine’s online PBEM++ server

System Requirements

    Minimum:
    • OS: Windows 7, 8, 10
    • Processor: 2GHz
    • Memory: 2 GB RAM
    • Graphics: 512Mb DirectX 9 Compatible Graphics Card
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible Sound Card
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